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# The Oath of Vengeance, paladins who are willing to [[GoodIsNotSoft forego their own righteousness]] to [[PayEvilUntoEvil punish wrongdoers by any means necessary]].

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# The Oath of Vengeance, paladins who are willing to [[GoodIsNotSoft forego forgo their own righteousness]] to [[PayEvilUntoEvil punish wrongdoers by any means necessary]].
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* KnightInShiningArmor: Paladins who make the Oath of Devotion are the stereotypical ForGreatJustice type who enforce chivalrous ideas of honor and justice with the point of a sword and a righteous soul. The Oath of the Crown or Oath of the Ancients can also fit this, although a bit less explicitly (Crown is about the "ideals of civilization" and Ancients is more supportive of happiness and beauty then honor and justice). The rest mostly avert this.

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* KnightInShiningArmor: Paladins who make the Oath of Devotion are the stereotypical ForGreatJustice type who enforce chivalrous ideas of honor and justice with the point of a sword and a righteous soul. The Oath of the Crown or Oath of the Ancients can also fit this, although a bit less explicitly (Crown is about the "ideals of civilization" and Ancients is more supportive of happiness and beauty then than honor and justice). The rest mostly avert this.
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* WeakButSkilled: Rogues start with proficiency in four skills from their skill list, an additional two from their background, and possibly up to two more from their race for a potential of eight skills they're proficient in at first level when most other classes might have four to six. Plus they also start off with thieve's tools proficiency and at first gain Expertise (Double Proficiency bonus)in two of those skills or one skill and thieve's tools, and another two choices at sixth level. Rogues also eventually get the Reliable Talent trait, which causes any dice roll for an ability check they're proficient in to count as a ten plus bonuses, if they roll nine or less on the dice. In combat, they can deal high damage from a single attack thanks to their Sneak Attack damage, routinely can take various movement and stealth related actions as bonus actions instead, and gain several defensive abilities which lets them dodge attacks and spells, reduce damage taken, and eventually add a third saving throw proficiency. The catch, however, is that they're limited to light armor, use the second smallest Hit Dice for determining HitPoints, and only make a single attack each turn without DualWielding, feats, an archetype ability, or multi-classing.

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* WeakButSkilled: Rogues start with proficiency in four skills from their skill list, an additional two from their background, and possibly up to two more from their race for a potential of eight skills they're proficient in at first level when most other classes might have four to six. Plus they also start off with thieve's thieves' tools proficiency and at first gain Expertise (Double Proficiency bonus)in bonus) in two of those skills or one skill and thieve's thieves' tools, and another two choices at sixth level. Rogues also eventually get the Reliable Talent trait, which causes any dice roll for an ability check they're proficient in to count as a ten plus bonuses, if they roll nine or less on the dice. In combat, they can deal high damage from a single attack thanks to their Sneak Attack damage, routinely can take various movement and stealth related actions as bonus actions instead, and gain several defensive abilities which lets them dodge attacks and spells, reduce damage taken, and eventually add a third saving throw proficiency. The catch, however, is that they're limited to light armor, use the second smallest Hit Dice for determining HitPoints, and only make a single attack each turn without DualWielding, feats, an archetype ability, or multi-classing.
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** Aberrant Mind sorcerers get resistance to psychic damage.

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* TouchedByVorlons: One of the ways of getting Draconic Sorcery is to make a pact with a dragon, or be descended from such an individual.

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* TouchedByVorlons: TouchedByVorlons:
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One of the ways of getting Draconic Sorcery is to make a pact with a dragon, or be descended from such an individual.individual.
** Aberrant Mind Sorcerers can potentially gain their psionic powers through contact with an aberration, such as an aboleth or a mind flayer.
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* MinmaxersDelight: The Eldritch Blast Cantrip, memetically so. Eldritch Blast is to Warlocks what Magic Missile was to Wizards in older editions. Eldritch Blast is a damaging cantrip that 1) has the highest possible range (120ft), 2) deals a full 1d10 damage, 3) Deals Force damage, which works against all but a single creature in the Monster Manual, and 3)Gains additional attacks as you level up instead of stacking adidional damage on a single attack, meaning that at least one beam will usually hit. Several of the Class' features are even designed purely to buff this single spell. It's so synonemous with the class that many Warlock players deliberately avoid this cantrip just to force themselves to explore other available builds.

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* MinmaxersDelight: The Eldritch Blast Cantrip, memetically so. Eldritch Blast is to Warlocks what Magic Missile was to Wizards in older editions. Eldritch Blast is a damaging cantrip that 1) has the highest possible range (120ft), 2) deals a full 1d10 damage, 3) Deals deals Force damage, which works against all but a single creature in the Monster Manual, and 3)Gains 4) gains additional attacks as you level up instead of stacking adidional damage on a single attack, meaning that at least one beam will usually hit. Several of the Class' class's features are even designed purely to buff this single spell. It's so synonemous synonymous with the class that many Warlock players deliberately avoid this cantrip just to force themselves to explore other available builds.
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** The oft-forgotten ''Ghost in the Machine'' pact, made for a hypothetical ScienceFantasy homebrew world, is one where you serve some sort of DeusEstMachina. Since we're all aware that A.I. isn't neccisarily a [[AIIsACrapshoot crapshoot]] by now, this patron could have any characterization under the sun.

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** The oft-forgotten ''Ghost in the Machine'' pact, made for a hypothetical ScienceFantasy homebrew world, is one where you serve some sort of DeusEstMachina. Since we're all aware that A.I. isn't neccisarily necessarily a [[AIIsACrapshoot crapshoot]] by now, this patron could have any characterization under the sun.
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* CombatTentacles: 5th edition wizards have exclusive access to ''Evard's black tentacles'', a spell which summons numerous tentacles at a point of the wizard's choice to batter and ensnare anything within their reach. Other classes can get access to this spell as well, but only in specific subclasses.

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* CombatTentacles: 5th edition wizards have exclusive The wizard is the only class with unrestricted access to ''Evard's black tentacles'', a spell which summons numerous tentacles at a point of the wizard's choice to batter and ensnare anything within their reach. Other classes can only get access to this the spell as well, but only in through specific subclasses.
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* CombatTentacles: 5th edition wizards have exclusive access to ''Evard's black tentacles'', a spell which summons numerous tentacles at a point of the wizard's choice to batter and ensnare anything within their reach.

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* CombatTentacles: 5th edition wizards have exclusive access to ''Evard's black tentacles'', a spell which summons numerous tentacles at a point of the wizard's choice to batter and ensnare anything within their reach. Other classes can get access to this spell as well, but only in specific subclasses.
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* CombatTentacles: 5th edition wizards have exclusive access to ''Evard's black tentacles'', a spell which summons numerous tentacles at a point of the wizard's choice to batter and ensnare anything within their reach.
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* WeakButSkilled: The Sorcerer actually manages to be both this and UnskilledButStrong compared to the Wizard due to their primary mechanic - metamagic. It's inevitable the two classes draw comparisons, and a close look at the Wizard's Arcane Traditions reveals each one has an equivalent (or, in the Evoker's case, two equivalents) power to one of the Sorcerer's metamagic options. In almost all cases, this equivalent is better than the Sorcerer metamagic, but at a cost; the Evoker's Overchannel, for example, is structurally similar to the Sorcerer's Empowered Spell, but maximizes damage instead of increasing it slightly. In return, using Overchannel more than once ''blows up the Wizard,'' it only works on Evocation spells, and it can't strengthen spells of spell level 6 or higher. In general, the Wizard's equivalents ''must'' use spells of the school the Arcane Tradition is associated with, often can only be used once per rest, and the Wizard will only get at most two of these. The Sorcerer gets far more (and starts with more metamagic, to boot), only ever needs to use Sorcery Points as currency for these abilities, can retrain their options, is far more varied in how it can apply these abilites, ''and'' never suffer for using these abilities. In addition, the Wizard has yet to gain an equivalent to Subtle Spell or Quickened Spell, which gives the Sorcerer a unique edge over their bookish counterparts.

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* WeakButSkilled: The Sorcerer actually manages to be both this and UnskilledButStrong compared to the Wizard due to their primary mechanic - metamagic. It's inevitable the two classes draw comparisons, and a close look at the Wizard's Arcane Traditions reveals each one has an equivalent power (or, in the Evoker's case, two equivalents) power equivalent powers) to one of the Sorcerer's metamagic options. In almost all cases, this equivalent is better than the Sorcerer metamagic, but at a cost; the Evoker's Overchannel, for example, is structurally similar to the Sorcerer's Empowered Spell, but maximizes damage instead of increasing it slightly. In return, using Overchannel more than once ''blows up the Wizard,'' it only works on Evocation spells, and it can't strengthen spells of spell level 6 or higher. In general, the Wizard's equivalents ''must'' use spells of the school the Arcane Tradition is associated with, often can only be used once per rest, and the Wizard will only get at most two of these. The Sorcerer gets far more (and starts with more metamagic, to boot), only ever needs to use Sorcery Points as currency for these abilities, can retrain their options, is far more varied in how it can apply these abilites, ''and'' never suffer suffers for using these abilities. In addition, the Wizard has yet to gain an equivalent to Subtle Spell or Quickened Spell, which gives the Sorcerer a unique edge over their bookish counterparts.
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* WeakButSkilled: The Sorcerer actually manages to be both this and UnskilledButStrong compared to the Wizard due to their primary mechanic - metamagic. It's inevitable the two classes draw comparisons, and a close look at the Wizard's Arcane Traditions reveals each one has an equivalent (or, in the Evoker's case, two equivalents) power to one of the Sorcerer's metamagic options. In almost all cases, this equivalent is better than the Sorcerer metamagic, but at a cost; the Evoker's Overchannel, for example, is structurally similar to the Sorcerer's Empowered Spell, but maximizes damage instead of increasing it slightly. In return, using Overchannel more than once ''blows up the Wizard,'' it only works on Evocation spells, and it can't strengthen spells of spell level 6 or higher. In general, the Wizard's equivalents ''must'' use spells of the school the Arcane Tradition is associated with, often can only be used once per rest, and the Wizard will only get at most two of these. The Sorcerer gets far more (and starts with more metamagic, to boot), only ever needs to use Sorcery Points as currency for these abilities, can retrain their options, is far more varied in how it can apply these abilites, ''and'' never suffer for using these abilities. In addition, the Wizard has yet to gain an equivalent to Subtle Spell or Quickened Spell, which gives the Sorcerer a unique edge over their bookish counterparts.
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* CombatTentacles:
** Warlocks get exclusive access to the spell ''Arms of Hadar'', which causes eldritch tentacles to erupt from them and batter everything within a 10-foot radius.
** Fathomless warlocks can summon a single eldritch tentacle for up to a minute at a time, which they can use for both offensive and defensive purposes. They also automatically learn ''Evard's black tentacles'' at level 10, and can cast a version of ''Bigby's hand'' which looks like a tentacle.
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* SpacePolice: The Oath of the Watchers are effectively this on terms of how they operate. Their job is to protect the material plane from threats from beyond it, essentially acting as police for the other realms.

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* SpacePolice: The Oath of the Watchers are effectively this on terms of how they operate. Their job is to protect the material plane from threats from beyond it, essentially acting as police stewards for the other realms.world by stopping threats from beyond. Notably, their spells and class features are more focused on Abjuration magic and providing their allies with ways of protecting themselves from magical effects, something threats from beyond the material plane tend to rely on.

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* SupportPartyMember: Bardic Inspiration and other class abilities are meant to aid party members and their diverse skills enable them to slip into any role their party needs at the time. Notably, by default the Bard explicitly cannot use Bardic Inspiration on themselves -- only certain Colleges allow it, otherwise the benefit ''must'' go to another allied character.

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* SupportPartyMember: Bardic Inspiration and other class abilities are meant to aid party members and their diverse skills enable them to slip into any role their party needs at the time. Notably, by default the Bard explicitly cannot use Bardic Inspiration on themselves -- only certain Colleges allow it, otherwise the benefit ''must'' go to another allied character. In addition, the Bard's spell list is mostly support focus in nature, having less damaging spells.



* WeakButSkilled: Bards are rather squishy in combat due to their D8 hit dice and few learn to use heavy armor but they have a vast repository of abilities and get expertise in four of them at max level. All bards can gain proficiency in any three skills at character creation with Lore Bards choosing ''another'' three.

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* WeakButSkilled: WeakButSkilled:
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Bards are rather squishy in combat due to their D8 hit dice and few learn to use heavy armor but they have a vast repository of abilities and get expertise in four of them at max level. All bards can gain proficiency in any three skills at character creation with Lore Bards choosing ''another'' three.three.
** Sword Bards are this compared to Valor Bards. The Sword Bard lacks the same physical prowess of the Valor Bard, but make up for it with their blade flourishes, giving them abilities similar to a Battle Master's Maneuvers, at the cost of their Bardic Inspirations. They also get a fighting style and the ability to use their weapon as a spellcasting focus in battle. All of this combined makes a Sword Bard less powerful outright, but gives them more unique abilities.



** Clerics of the Grave domain are focused on the nature of death and the afterlife, but rather than being evil, their instead more focused on the idea that death is sacred, and should not be tampered with. Their description even states that they focus on the balance of life and death, and find beings who resist that balance like Liches or tamper with it wrong. Their almost all about DueToTheDead in this regard.



* MagicKnight: Clerics of the War domain gain proficiency in heavy armor and martial weapons, allowing them to wade into the thickest melee with deadly force of arms, while still wielding divine magical power.

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* MagicKnight: MagicKnight:
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Clerics of the War domain gain proficiency in heavy armor and martial weapons, allowing them to wade into the thickest melee with deadly force of arms, while still wielding divine magical power.

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The UA stuff should be removed and instead the lists should include only the official subclasses.


The ''Sword Coast Adventurer's Guide'' introduced two more Totem Warrior animals, the Elk and the Tiger, and includes a table for how to portray Totem Warriors for Uthgardt barbarians. The Ancestral Guardian, Storm Herald, and Zealot Paths were introduced in ''[[http://media.wizards.com/2016/dnd/downloads/UA_Barbarian.pdf Unearthed Arcana: Barbarian Primal Paths]]'' and finalized in ''Xanathar's Guide to Everything''. The Wild Soul was introduced in ''[[https://media.wizards.com/2019/dnd/downloads/UA-WildAstral.pdf Unearthed Arcana: Barbarian and Monk]]'' and finalized as the Wild Magic Path in ''Tasha's Cauldron of Everything'', along with Path of the Beast.



All the ''Sword Coast Adventurer's Guide'' introduced was 12 more musical instruments and some ''Forgotten Realms'' related roleplaying fluff. The Colleges of Swords and Satire were introduced in ''[[http://media.wizards.com/2015/downloads/dnd/04_UA_Classics_Revisited.pdf Unearthed Arcana: Kits of Old]]''. The Colleges of Glamour and Whispers were introduced in ''[[http://media.wizards.com/2016/dnd/downloads/UA_Bard.pdf Unearthed Arcana: Bard Colleges]]''. The Colleges of Glamour, Swords, and Whispers were finalized in ''Xanathar's Guide to Everything''. The College of Eloquence was introduced in ''[[https://media.wizards.com/2019/dnd/downloads/UA-EloquentHeroics.pdf Unearthed Arcana: Bard and Paladin]]'' and officially released in ''Mythic Odysseys of Theros''. The College of Eloquence was later reprinted in ''Tasha's Cauldron of Everything'', which also finalized the College of Creation.



Their chosen domain grants them a number of divine spells that are always prepared and don't count against their default prepared spells. The initially available domains are Knowledge, Life, Light, Nature, Tempest, Trickery, and War. Later, the Death domain was added in the Dungeon Master's Guide as an optional path. A new domain, City, was revealed in the ''[[https://dnd.wizards.com/articles/features/modern-magic Unearthed Arcana: Modern Magic]]'' article. The ''Sword Coast Adventurer's Guide'' added the Arcana domain, even listing a number of deities outside of the ''Forgotten Realms'' who govern the domain. ''[[http://media.wizards.com/2016/dnd/downloads/UA_Cleric.pdf Unearthed Arcana: Cleric: Divine Domains]]'' added the Forge, Grave, and Protection domains, with Forge and Grave being finalized in ''Xanathar's Guide to Everything''. ''[[https://media.wizards.com/2018/dnd/downloads/UA_OrderDomain.pdf Unearthed Arcana: Order Domain]]'' added the Order domain, which was finalized in the ''Guildmaster's Guide to Ravnica''. The Twilight Domain was introduced in ''[[https://media.wizards.com/2019/dnd/downloads/UA-TwilightFireNames.pdf Unearthed Arcana: Cleric, Druid, and Wizard.]]'' Order domain was reprinted in ''Tasha's Cauldron of Everything'', along with finalized versions of the Peace and Twilight domains.



All the ''Sword Coast Adventurer's Guide'' added for druids was roleplaying fluff. The Circles of Dreams, Shepherds and Twilight were added in ''[[http://media.wizards.com/2016/dnd/downloads/UA_Druid11272016_CAWS.pdf Unearthed Arcana: Druid]]''. The Circle of the Shepherd was updated in ''[[http://media.wizards.com/2017/dnd/downloads/June5UA_RevisedClassOptv1.pdf UA: Revised Class Options]]''. The Circle of Spores was added in ''[[https://media.wizards.com/2018/dnd/downloads/UA-3Subclasses0108.pdf UA: Three Subclasses]]'', and it was finalized in the ''Guildmaster's Guide to Ravnica''. The Circles of Dreams and Shepherds were finalized in ''Xanathar's Guide to Everything''. ''Xanathar's Guide'' also includes a Wild Shape list, listing off the animals that are seen in each of the world biomes and their Challenge Rating. The Circle of Wildfire was introduced in ''[[https://media.wizards.com/2019/dnd/downloads/UA-TwilightFireNames.pdf Unearthed Arcana: Cleric, Druid, and Wizard]]''. The Circles of Stars and Wildfire were finalized in ''Tasha's Cauldron of Everything'', along with a reprint of the College of Spores.



Additional fighting styles have also been created for Fighters, Paladins, and Rangers: the Mariner from ''[[http://media.wizards.com/2015/downloads/dnd/UA_Waterborne_v3.pdf Unearthed Arcana: Waterborne Adventures]]'', and the Close Quarters Shooter and the Tunnel Fighter from ''[[https://media.wizards.com/2015/downloads/dnd/02_UA_Underdark_Characters.pdf Unearthed Arcana: Light, Dark, Underdark]]''. The Cavalier and Scout were introduced in ''[[http://media.wizards.com/2015/downloads/dnd/04_UA_Classics_Revisited.pdf Unearthed Arcana: Kits of Old]]'', while the Monster Hunter was introduced in ''[[https://dnd.wizards.com/sites/default/files/media/upload/articles/UA%20Gothic%20Characters.pdf Unearthed Arcana: Gothic Characters]]''. The Arcane Archer, Knight, Samurai, and Sharpshooter were introduced in ''[[http://media.wizards.com/2016/dnd/downloads/2016_Fighter_UA_1205_1.pdf Unearthed Arcana: Fighters]]''. Cavalier was updated in ''[[http://media.wizards.com/2017/dnd/downloads/June5UA_RevisedClassOptv1.pdf UA: Revised Class Options]]''. Brute was introduced in ''[[https://media.wizards.com/2018/dnd/downloads/UA-3Subclasses0108.pdf UA: Three Subclasses]]''. The Arcane Archer, Cavalier, and Samurai were finalized in ''Xanathar's Guide to Everything''. The Rune Knight was introduced in ''[[https://media.wizards.com/2019/dnd/downloads/UA-RuneSwarmRevived.pdf Unearthed Arcana: Fighter, Ranger, and Rogue.]]'' The Echo Knight appeared in the ''WebVideo/CriticalRole''-inspired sourcebook ''Explorer's Guide to Wildemount''.




Both the Way of the Long Death and the Way of the Sun Soul were introduced in the ''Sword Coast Adventurer's Guide''. The Ways of the Kensei and Tranquility were introduced in ''Unearthed Arcana: Monk Traditions'', and the Way of the Drunken Master was introduced in the "Trio of Subclasses" UA. The Way of the Drunken Master and Way of the Kensei were finalized in ''Xanathar's Guide to Everything'', with the Way of the Sun Soul reappearing in it. The Way of the Astral Self was introduced in ''[[https://media.wizards.com/2019/dnd/downloads/UA-WildAstral.pdf Unearthed Arcana: Barbarian and Monk]]''.



The Oathbreaker was introduced in the ''Dungeon Master's Guide''. The Oath of the Crown was introduced in the ''Sword Coast Adventurer's Guide''. The Oaths of Conquest and Treachery were introduced in ''Unearthed Arcana: Paladin Oaths'', while the Oath of Redemption was introduced in ''UA: Trio of Subclasses''. The Oath of Conquest was updated in ''UA: Revised Class Options''. The Oaths of Conquest and Redemption were finalized in ''Xanathar's Guide to Everything''. The Oath of Glory was introduced in ''UA: Bard and Paladin'' under the name "Oath of Heroism," and was officially released in ''Mythic Odysseys of Theros''.



The Deep Stalker archetype was introduced in ''Unearthed Arcana: Light, Dark, Underdark''. All the ''Sword Coast Adventurer's Guide'' added roleplaying fluff for rangers of different races. The Horizon Walker and Primeval Guardian were introduced in ''Unearthed Arcana: Rangers & Rogues'', and the Monster Slayer was part of ''UA: Trio of Subclasses''. The Deep Stalker (renamed Gloom Stalker), Horizon Walker, and Monster Slayer were finalized in ''Xanathar's Guide to Everything''. The Swarmkeeper was introduced in ''UA: Fighter, Ranger, and Rogue.''




The Mastermind was introduced in the ''Sword Coast Adventurer's Guide'' alongside the finalized Swashbuckler, which was initially introduced in the ''Unearthed Arcana: Waterborne Adventures'' article. The Inquisitive was introduced in ''Unearthed Arcana: Gothic Heroes''. The Scout was introduced in ''Unearthed Arcana: Rangers & Rogues''. The Scout and Inquisitive appear finalized in ''Xanathar's Guide to Everything'', alongside reappearances of the Swashbuckler and Mastermind. The Revived was introduced in ''UA: Fighter, Ranger, and Rogue''. The Soulknife was introduced in ''UA: Fighter, Rogue, and Wizard''. The Revived (renamed Phantom) and Soulknife appear finalized in ''Tasha's Cauldron of Everything''.




The Storm Sorcerous Origin was introduced in ''Unearthed Arcana: Waterborne Adventures'', with the finalized version appearing in the ''Sword Coast Adventurer's Guide''. The Shadow Origin was introduced in ''Unearthed Arcana: Light, Dark, Underdark!''. The Favored Soul class was reintroduced as a Sorcerous Origin in ''Unearthed Arcana: Modifying Classes'', with a reworked version appearing in ''Unearthed Arcana: Sorcerer'' alongside the Phoenix, Sea, and Stone origins. The Favored Soul class was ultimately reworked again in ''Unearthed Arcana: Revised Subclasses''. The Favored Soul (renamed Divine Soul) and Shadow Magic origins were finalized in ''Xanathar's Guide to Everything'', alongside a reappearance of the Storm Sorcery origin. The Giant Soul origin was introduced in ''Unearthed Arcana: Giant Soul Sorcerer''. The Aberrant Mind was introduced in ''Unearthed Arcana: Sorcerer and Warlock".




''Unearthed Arcana: Modern Magic'' article introduces the "Ghost in the Machine" as an otherworldly patron. ''Unearthed Arcana: Light, Dark, Underdark!'' article added the Undying Light "patron". The ''Sword Coast Adventurer's Guide'' added the Undying patron. ''Unearthed Arcana: The Faithful'' article introduced the Seeker Patron, and the Seeker-specific Pact of the Star Chain, which grants the Warlock a number of knowledge-based advantages. ''Unearthed Arcana: Warlock & Wizard'' article introduced more Eldritch Invocations and two new Patrons: the Hexblade, and the Raven Queen. ''Unearthed Arcana: Revised Class Options'' revises the Undying Light into the Celestial patron. The Celestial and Hexblade pacts were finalized in ''Xanathar's Guide to Everything''.




''Unearthed Arcana: Eberron'' reintroduced the Artificer class as an arcane tradition, although it was later made a separate class in ''Unearthed Arcana: Artificer''. Another arcane tradition, Technomancy, was discussed [[https://dnd.wizards.com/articles/features/my-new-d20-modern-campaign fairly early on]] and finally revealed in the ''Modern Magic'' article. ''Unearthed Arcana: The Faithful'' introduced the Theurgist tradition, which grants the Wizard limited access to Cleric spells. ''Unearthed Arcana: Warlock & Wizard'' article introduced the Lore Master, the closest thing that 5th Edition gets to a "generalist" wizard combined with a low-key version of metamagic. ''Unearthed Arcana: Wizard Revisited'' introduced the War Magic tradition, while repeating the Theurgist tradition with some slightly different wording. The War Mage tradition was finalized in ''Xanathar's Guide to Everything''. The School of Invention was introduced in ''[[https://media.wizards.com/2018/dnd/downloads/UA-3Subclasses0108.pdf UA: Three Subclasses]]'', and seems to be a reworking of the Lore Master subclass. The tradition of Onomancy was introduced in ''UA: Cleric, Druid, and Wizard''. The School of Academic Lore was introduced in ''Elminster’s Candlekeep Companion'', and is basically a finalized version of the Lore Master.

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\n''Unearthed Arcana: Eberron'' reintroduced the Artificer class as an arcane tradition, although it was later made a separate class in ''Unearthed Arcana: Artificer''. Another arcane tradition, Technomancy, was discussed [[https://dnd.wizards.com/articles/features/my-new-d20-modern-campaign fairly early on]] and finally revealed in the ''Modern Magic'' article. ''Unearthed Arcana: The Faithful'' introduced the Theurgist tradition, which grants the Wizard limited access to Cleric spells. ''Unearthed Arcana: Warlock & Wizard'' article introduced the Lore Master, the closest thing that 5th Edition gets to a "generalist" wizard combined with a low-key version of metamagic. ''Unearthed Arcana: Wizard Revisited'' introduced the War Magic tradition, while repeating the Theurgist tradition with some slightly different wording. The War Mage tradition was finalized in ''Xanathar's Guide to Everything''. The School of Invention was introduced in ''[[https://media.wizards.com/2018/dnd/downloads/UA-3Subclasses0108.pdf UA: Three Subclasses]]'', and seems to be a reworking of the Lore Master subclass. The tradition of Onomancy was introduced in ''UA: Cleric, Druid, and Wizard''. The School of Academic Lore was introduced in ''Elminster’s Candlekeep Companion'', and is basically a finalized version of the Lore Master. \n ----
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* BoringButPractical: The Draconic Bloodline’s starting feature gives them an extra hit point per level, and an AC on par with ''mage armor''. It’s less flashy than what other Sorcerers get at 1st level, but it frees up a valuable spell (and spell slot) while making Draconic Sorcerers the toughest of their ilk.

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* BoringButPractical: BoringButPractical:
**
The Draconic Bloodline’s starting feature gives them an extra hit point per level, and an AC on par with ''mage armor''. It’s less flashy than what other Sorcerers get at 1st level, but it frees up a valuable spell (and spell slot) while making Draconic Sorcerers the toughest of their ilk.
** As a class, sorcerers are the only full-casters with automatic proficency in Constitution saves. Concentration checks are made with Constitution, so a sorcerer is, by default, better at concentrating on spells than other casters. So while players may mock the sorcerer for lacking the same options as other casters, none of them can deny how important it is pass concentration checks when flying 100 feet above the ground, or setting up combos with Haste, or guarding with Stone-Skin when you ''really' can't afford to take full damage.
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* PowersViaWeapon: The Hexblade patron is some sort of sentient magical weapon that grants those warlocks their powers.
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* AttackAttackAttack: Reckless Attack grants them advantage on all attack roles for that turn in exchange for granting all their enemies advantage on theirs because they have forsaken defense for offense.

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* AttackAttackAttack: Reckless Attack grants them allows a barbarian to gain advantage on all attack roles rolls for that turn in exchange for granting all their enemies advantage on theirs because theirs, as they have forsaken defense for offense.
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* LovecraftianSuperpower: Warlocks who make a pact with a Great Old One can use their mind to MindRape creatures. Even the spell list gets in on it, giving the Warlock access to spells that can alter or read minds and '[[CombatTentacles Evard's black tentacles]]'.
* JackOfAllTrades: Warlocks are, like Bards, one of the most flexible classes you can play due to the combination of choosing a Patron and the Pact you made with it. As there ten official Patron options, and three/four official Pacts, this means a player can create unique playstyles for their Warlock, to the point that you could in theory have a party of just Warlocks, and each one will have different strengths to offer. At the same time, Warlocks are limited in what they can do compared to other more dedicated role classes and are at times going to be overpowered by other classes.

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* LovecraftianSuperpower: Warlocks who make a pact with a Great Old One can use their mind to MindRape creatures. Even the spell list gets in on it, giving the Warlock access to spells that can alter or read minds and '[[CombatTentacles Evard's black tentacles]]'.
tentacles]]'. The Fathomless patron can also give a very Lovecraftian flavour, associated as it is with unthinkable sea monsters. It, too, grants access to Evard's black tentacles, as well as a few other tentacle-based abilities.
* JackOfAllTrades: Warlocks are, like Bards, one of the most flexible classes you can play due to the combination of choosing a Patron and the Pact you made with it. As there are ten official Patron options, and three/four official Pacts, this means a player can create unique playstyles for their Warlock, to the point that you could in theory have a party of just Warlocks, and each one will have different strengths to offer. At the same time, Warlocks are limited in what they can do compared to other more dedicated role classes and are at times going to be overpowered by other classes.
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* MartialMedic: The Way of Mercy can heal using their martial knowledge as well as they can do harm.

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Disambiguating; deleting and renaming wicks as appropriate


* TheJester: College of Satire bards are literally called "jesters" because they can mock the rich and powerful in their jokes, and said rich and powerful have to accept it or sully their reputations further by showing themselves as poor sports. When that isn't enough, jesters can use their Tumble skill to disengage and dash as bonus actions (and take less damage when falling).



* MirthToPower: College of Satire bards are literally called "jesters" because they can mock the rich and powerful in their jokes, and said rich and powerful have to accept it or sully their reputations further by showing themselves as poor sports. When that isn't enough, jesters can use their Tumble skill to disengage and dash as bonus actions (and take less damage when falling).



* SupportPartyMember: Bardic Inspiration and other class abilities are meant to aid party members and their diverse skills enable them to slip into any role their party needs at the time. Notably, by default the Bard explicitly cannot use Bardic Inspiration on themselves -- only certain Colleges allow it, otherwise the benefit ''must'' go to another allied character.



* SupportPartyMember: Bardic Inspiration and other class abilities are meant to aid party members and their diverse skills enable them to slip into any role their party needs at the time. Notably, by default the Bard explicitly cannot use Bardic Inspiration on themselves -- only certain Colleges allow it, otherwise the benefit ''must'' go to another allied character.
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* ClaimedByTheSupernatural: Warlocks often have a Binding Mark representing their pact. Examples include a vestigial tail, an unnaturally coloured tongue and an eye similar to that of their patron.
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* MageMarksman: Played with. The Artificer Class itself is the first official 5e class to include Firearm Profficiency by default.[[note]]Sorta anyways. Technically they need to be in a campaign setting which includes firearms, and need to have some character knowledge about their existence, allowing for FantasyGunControl to still apply if the DM wishes it so. Otherwise, it functions exactly as normal as any other starting proficiency[[/note]] The class also includes Infusions that can be applied to ranged weapons, such as a standard magic weapon bonus to hit and damage, or automatically return thrown weapons back to hand. Or, they can remove the whole ammo and reloading concerns altogether with the Repeating Shot infusion.

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* MageMarksman: Played with. The Artificer Class itself is the first official 5e class to include Firearm Profficiency Proficiency by default.[[note]]Sorta anyways. Technically they need to be in a campaign setting which includes firearms, and need to have some character knowledge about their existence, allowing for FantasyGunControl to still apply if the DM wishes it so. Otherwise, it functions exactly as normal as any other starting proficiency[[/note]] The class also includes Infusions that can be applied to ranged weapons, such as a standard magic weapon bonus to hit and damage, or automatically return thrown weapons back to hand. Or, they can remove the whole ammo and reloading concerns altogether with the Repeating Shot infusion.



* TheSocialExpert: Bards are a natural pick for being the "face" of the party, benefiting from high charisma, having access to spells like CharmPerson and Suggestion that can help them manipulate others, and having enough skill proficiencies that they are likely to take at least one that will benefit them during conversation. The College of Eloquence's Silver Tongue ability further helps with this by ensuring they always roll at least a 10 on diplomacy and deception checks.

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* TheSocialExpert: Bards are a natural pick for being the "face" of the party, benefiting from high charisma, having access to spells like CharmPerson and Suggestion that can help them manipulate others, and having enough Skill Expertise and Jack-of-all-trades gives them a better-than-average chance of passing any skill proficiencies checks that they are likely to take at least one that will benefit them during come up in the conversation. The College of Eloquence's Silver Tongue ability further helps with this by ensuring they always roll at least a 10 on diplomacy and deception checks.
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* MageMarksman: Played with. The Artificer Class itself is the first official 5e class to include Firearm Profficiency by default.[[note]]Sorta anyways. Technically they need to be in a campaign setting which includes firearms, and need to have some character knowledge about their existence, allowing for FantasyGunControl to still apply if the DM wishes it so. Otherwise, it functions exactly as normal as any other starting proficiency[[/note]] The class also includes Infusions that can be applied to items, such as a standard magic weapon bonus, or automatically return thrown weapons back to hand. Or, remove the whole ammo and reloading concerns altogether with the Repeating Shot infusion.
** The Armorer and Battlesmith subclasses let the Artificer use their intelligence (their magic casting ability score) in place of the normal strength or dexterity modifiers for weapon attacks made with their Arcane Armor special weapon or any magic weapon respectively, with both having obvious ranged options in the form Armorer's Infiltrator Arcane Armor's [[ArmCannon Lightning]] [[ChestBlaster Launcher]] and the above mentioned infusions. The additional spells for both subclasses also include spells that can help evoke this trope such as Armorer getting[[MagicMissileStorm Magic Missile]] acting as a stand in for a MacrossMissileMassacre or the Battlesmith's use of [[FlechetteStorm Conjure]] [[RainOfArrows Barrage]].
** Zigzagged with the Artillerist subclass. Despite the name of the subclass and several traits (Eldritch Cannon, Arcane Firearm), the Artillerist isn't technically using any traditional firearms, archery, siege weapons or even throwing weapons, and plays according to the rules closer to being a Wizard. Arcane Firearms are actually standard arcane spell-casting focuses such as wands, staves, and rods with special magical sigils carved into them. The Eldritch cannon is actually a small or tiny sized magical object configured to act as a Force Ballista (fires bolts of force with enough punch to knock creatures back), Flamethrower, or Protector which grants it self and creatures designated by the creator Temporary HP standing within a small radius of it. However, thanks to the class' intentional use of MaybeMagicMaybeMundane as mentioned below and official artwork, Arcane Firearms and Eldritch Cannons can end up playing this trope straight, looking or functioning like a firearm or RayGun. One Artillerist's traditional albeit-mechanically enhanced VancianMagic is anothers supply of {{Magitek}} crafted DepletedPhlebotinumShells they were able to prepare for the day. The iconic gnome artillerist Vi from Eberron wields a RayGun styled Arcane Firearm and uses a cockatrice-like construct as her Eldritch Cannon, while another piece of artwork in ''Tasha's Cauldron of Everything'' portrays an artillerist with an arcane pistol in a holster while he carries an Eldritch Cannon that looks like a regular cannon with some gold/brass embellishments like a Dragon's head at the muzzle across his shoulders.

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* MageMarksman: Played with. The Artificer Class itself is the first official 5e class to include Firearm Profficiency by default.[[note]]Sorta anyways. Technically they need to be in a campaign setting which includes firearms, and need to have some character knowledge about their existence, allowing for FantasyGunControl to still apply if the DM wishes it so. Otherwise, it functions exactly as normal as any other starting proficiency[[/note]] The class also includes Infusions that can be applied to items, ranged weapons, such as a standard magic weapon bonus, bonus to hit and damage, or automatically return thrown weapons back to hand. Or, they can remove the whole ammo and reloading concerns altogether with the Repeating Shot infusion.
** The Armorer and Battlesmith subclasses let the Artificer use their intelligence (their magic casting ability score) in place of the normal strength or dexterity modifiers for weapon attacks made with their Arcane Armor special weapon or any magic weapon respectively, with both having obvious ranged options in the form Armorer's Infiltrator Arcane Armor's [[ArmCannon Lightning]] [[ChestBlaster Launcher]] and the above mentioned infusions. The additional spells for both subclasses also include spells that can help evoke this trope such as Armorer getting[[MagicMissileStorm getting [[MagicMissileStorm Magic Missile]] acting as a stand in for a MacrossMissileMassacre or the Battlesmith's use of [[FlechetteStorm Conjure]] [[RainOfArrows Barrage]].
** Zigzagged with the Artillerist subclass. Despite the name of the subclass and several traits (Eldritch Cannon, Arcane Firearm), the Artillerist isn't technically using any traditional firearms, archery, siege weapons or even throwing weapons, and plays according to the rules closer to being a Wizard. Arcane Firearms are actually standard arcane spell-casting focuses such as wands, staves, and rods with special magical sigils carved into them. them to increase a spell's damage. The Eldritch cannon is actually a small or tiny sized magical object of any appearance configured to act as a Force Ballista (fires bolts of force with enough punch to knock creatures back), Flamethrower, or Protector which grants it self and creatures designated by the creator Temporary HP standing within a small radius of it. However, thanks to the class' intentional use of MaybeMagicMaybeMundane as mentioned below and official artwork, Arcane Firearms and Eldritch Cannons can end up playing this trope straight, looking or functioning like a firearm or RayGun. One Artillerist's traditional albeit-mechanically enhanced VancianMagic is anothers another's supply of {{Magitek}} crafted DepletedPhlebotinumShells they were able to prepare for the day. The iconic gnome artillerist Vi from Eberron wields a RayGun styled Arcane Firearm and uses a cockatrice-like construct as her Eldritch Cannon, while another piece of artwork in ''Tasha's Cauldron of Everything'' portrays an artillerist with an arcane pistol in a holster while he carries an Eldritch Cannon that looks like a regular cannon with some gold/brass embellishments like a Dragon's head at the muzzle across his shoulders.
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* GoodPowersBadPeople: Evil paladins of the Oaths of Conquest and Treachery, and even [[TheOathbreaker Oathbreakers]] have access to the same [[HealingHands Lay on Hands]] and [[HolyHandGrenade Divine Smite]] features and [[WhiteMagic divinely-themed spellcasting]] that good paladins have.

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* GoodPowersBadPeople: Evil paladins of the Oaths of Conquest and Treachery, and even [[TheOathbreaker Oathbreakers]] have access to the same [[HealingHands Lay on Hands]] and [[HolyHandGrenade Divine Smite]] features and [[WhiteMagic divinely-themed spellcasting]] that good paladins have.
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* GoodPowersBadPeople: Evil paladins of the Oaths of Conquest and Treachery, and even [[TheOathbreaker Oathbreakers]] have access to the same [[HealingHands Lay on Hands]] and [[HolyHandGrenade Divine Smite]] features and [[WhiteMagic divinely-themed spellcasting]] that good paladins have.
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* PayEvilUntoEvil: One of the suggested ways to play an Oath of Vengeance paladin is as TheUnfettered member of the party, who inflicts unto evildoers the same cruelty they did unto their victims. This is seen in tenets such as "My [[IDidWhatIHadToDo qualms can't get in the way]] of exterminating my foes."
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** This is subverted for the Oaths of Vengeance and Conquest, which produce honor-bound {{Magic Knight}}s, but they focus less on being good and more on [[PayEvilUntoEvil punishing evil]] or maintaining [[UtopiaJustifiesTheMeans order by any means necessary]].

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** This is subverted for the Oaths of Vengeance and Conquest, which still produce honor-bound {{Magic Knight}}s, but they focus less on being good and more on [[PayEvilUntoEvil punishing evil]] or maintaining [[UtopiaJustifiesTheMeans order by any means necessary]].

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